System and method for games having a skill-based component

ABSTRACT

Disclosed are games, gaming machines, gaming systems and methods including a predetermined award presented in a manner in which a player&#39;s skill at the game appears to affect the amount of the award without actually having an effect on its amount.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.13/252,128, filed Oct. 3, 2011, which is a continuation-in-part of U.S.patent application Ser. No. 12/946,723, entitled “System and Method forBonus Gaming using a Mobile Device,” filed Nov. 15, 2010, now U.S. Pat.No. 8,550,903 issued Oct. 8, 2013, which are incorporated herein byreference in their entirety. Application Ser. No. 13/252,128 also claimsthe benefit of U.S. Provisional Application No. 61/413,096, filed Nov.12, 2010, which is also incorporated herein by reference in itsentirety.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

FIELD OF THE INVENTION

This disclosure is directed to wagering games, gaming machines,networked gaming systems and methods and, more particularly, to wageringgames, gaming machines, networked gaming systems and methods having askill-based component.

BACKGROUND

Various types of gaming machines have been developed with differentfeatures to captivate and maintain player interest. In general, a gamingmachine allows a player to play a game in exchange for a wager.Depending on the outcome of the game, the player may be entitled to anaward which is paid to the player by the gaming machine, normally in theform of currency or game credits. Gaming machines may include flashingdisplays, lighted displays, or sound effects to capture a player'sinterest in a gaming device.

Another important feature of maintaining player interest in a gamingmachine includes providing the player with many opportunities to winawards, such as cash or prizes. For example, in some slot machines, thedisplay windows show more than one adjacent symbol on each reel, therebyallowing for multiple-line betting. Feature games of various types havebeen employed to reward players above the amounts normally awarded on astandard game pay schedule. Generally, such feature games are triggeredby predetermined events such as one or more appearances of certaincombinations of indicia in a primary game. In order to stimulateinterest, feature games are typically set to occur at a gaming machineon a statistical cycle based upon the number of primary game plays.

Some gaming machine games today include one or more progressive prizeawards. In some configurations, the progressive prize may have a smallprobability of a player winning it; thus making it possible to have alarger progressive prize. In other game configurations, the progressiveprize may be a small amount; thus allowing the player patron to win theprogressive prize more frequently. In most typical game configurations,the player wins the progressive prize as a result of a specific gameoutcome within the primary or main game.

One way to make a feature game more attractive to players is tointroduce an aspect of player skill to the game. Historically,skill-based gaming has been a niche product. One reason for this hasbeen a lack of uniform regulation; each jurisdiction where gaming isallowed has quite different standards concerning skill-based gaming. Insome jurisdictions it is banned altogether, while other jurisdictionsonly allow skill-based gaming for specific types of games, such as videopoker.

Another problem with conventional skill-based gaming solutions is thatit is much harder to produce a game that allows a minimally skilledplayer to achieve a reasonable payback (and thus encourage them tocontinue playing), while preventing an exceptionally skilled player fromachieving a payback that exceeds 100% of coin-in. Operators areunderstandably wary about deploying games that have the potential tolose money, and even if a skill-based game is developed that cannotexceed 100% return-to-player (RTP), it must still be able to competewith other games on the casino floor in terms of overall profit for theoperator.

While gaming machines including feature games have been very successful,there remains a need for games that provide a player with enhancedexcitement and increased opportunity of winning. In particular, thereremains a need for a game that enables a player to exercise their skillwhile the amount and frequency of prizes awarded through conventionalmeans, such as a random number generator, are still completelycontrolled.

SUMMARY

Briefly, and in general terms, a method is disclosed of enabling gameplay of a pseudo skill-based game that includes a game of chancecomponent and an apparent game of skill component. The method includes:providing a gaming machine having the pseudo skill-based game thatawards game credits and game points; enabling game play on the gamingmachine that presents the pseudo skill-based game, wherein the gamecredits are redeemable for a payout and are controlled by overall payoutpercentages relating to the game of chance, and wherein game points arenot redeemable for a payout, game points are not controlled by overallpayout percentages relating to the game of chance, and a number of gamepoints awarded is increased according to player skill during game playof the pseudo skill-based game on the gaming machines; awarding a numberof game credits per game that is not effected by player skill, andawarding a number of game points per game that is effected by playerskill; and displaying one or more high scores in game points for thepseudo skill-based game over a period of time; wherein a user inputdevice that is secondary to a primary game presentation is configured toreceive directional, multi-touch gestures to facilitate skill-based userinput. Preferably, a number of prizes awarded to the player isinfluenced by player skill, but a total prize amount awarded to theplayer is not influenced by player skill since prize value decreasescorresponding with increases in prize frequency.

In still another embodiment, a method is disclosed of enabling game playof a pseudo skill-based game that includes a game of chance componentand an apparent game of skill component. The method includes: providinga gaming machine having the pseudo skill-based game that awards gamecredits and game points; enabling game play on the gaming machine thatpresents the pseudo skill-based game, wherein the game credits areredeemable for a payout and are controlled by overall payout percentagesrelating to the game of chance, and wherein game points are notredeemable for a payout, game points are not controlled by overallpayout percentages relating to the game of chance, and a number of gamepoints awarded is increased according to player skill during game playof the pseudo skill-based game on the gaming machines; awarding a numbergame credits per game that is not effected by player skill, and awardinga number game points per game that is effected by player skill;displaying one or more high scores in game points for the pseudoskill-based game over a period of time, thereby using the high scores ingame points from the pseudo skill-based game to facilitate competitionamong players to attain a highest score.

Finally, in some embodiments, a system is disclosed for enabling gameplay of a pseudo-skill based game that includes a game of chancecomponent and an apparent game of skill component. The system includes agaming machine having a primary game presentation that enables game playof a pseudo skill-based game that awards game credits and game points.The game credits are redeemable for a payout and are controlled byoverall payout percentages relating to the game of chance. The gamepoints are not redeemable for a payout, game points are not controlledby overall payout percentages relating to the game of chance, and anumber of game points awarded is increased according to player skillduring game play of the pseudo skill-based game on the gaming machines.The system also includes a user input device embedded in the gamingmachine. The user input device is a secondary touchscreen to the primarygame presentation and is configured to receive directional, multi-touchgestures to facilitate skill based user input. The number of prizesawarded to the player is influenced by player skill, but the total prizeamount awarded to the player is not influenced by player skill sinceprize value decreases corresponding with increases in prize frequency.The number of game credits awarded per game is not affected by playerskill, and the number of game points awarded per game is affected byplayer skill. Preferably, one or more high scores in game points aredisplayed for the pseudo skill-based game over a period of time.

Features and advantages will become apparent from the following detaileddescription, taken in conjunction with the accompanying drawings, whichillustrate by way of example, the features of the various embodiments.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a feature game in accordance with one or moreembodiments.

FIG. 2 is a functional block diagram depicting the steps associated withcarrying out an example method in accordance with one or moreembodiments.

FIG. 3 is a functional block diagram depicting alternate stepsassociated with carrying out an example method in accordance with one ormore embodiments.

FIG. 4 illustrates another feature game in accordance with one or moreembodiments.

FIG. 5 illustrates a leader board in accordance with one or moreembodiments.

FIG. 6 illustrates use of directional, multi-touch gestures in a featuregame in accordance with one or more embodiments.

FIGS. 7-13 illustrate various aspects of a feature game in accordancewith one or more embodiments.

FIG. 14 is a perspective view of a gaming machine in accordance with oneor more embodiments.

FIGS. 15A and 15B are a block diagram of the physical and logicalcomponents of the gaming machine of FIG. 14 in accordance with one ormore embodiments.

FIG. 16 is a block diagram of the logical components of a gaming kernelin accordance with one or more embodiments.

FIG. 17 is a schematic block diagram showing the hardware elements of anetworked gaming system in accordance with one or more embodiments.

FIG. 18 is a schematic block diagram showing the hardware elements of anetworked gaming system in accordance with one or more embodiments.

FIG. 19 is a schematic block diagram showing the hardware elements of atournament gaming system employing social network based team formation.

FIG. 20 is a logic flow diagram of a tournament gaming system employingsocial network based team formation.

FIG. 21 is another logic flow diagram of a tournament gaming systememploying social network based team formation.

FIG. 22 illustrates a diagram of a download and registration process foran example iBonus game played on a mobile smart phone.

FIG. 23 illustrates a diagram of a game play process on an exampleiBonus game played on a mobile smart phone.

FIG. 24 illustrates a diagram of a bonus award process on an exampleiBonus game played on a mobile smart phone.

FIG. 25 illustrates a system overview of an iBonus system.

FIG. 26 illustrates a smart phone that is displaying an Ad Hoctournament on a mobile smart phone.

FIG. 27 illustrates a logic flow diagram of an image analysis process.

FIG. 28 illustrates a diagram of a process for removal of a perspectivedistortion of an image.

FIG. 28A illustrates a live camera image of a gaming machine screen.

FIG. 28B illustrates alignment boxes that are used by the player tooverlay onto the live camera image of FIG. 28A.

FIG. 28C illustrates the alignment boxes of FIG. 28B overlaid onto thelive camera image that was displayed in FIG. 28A.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Various embodiments are directed to a game, a gaming machine, gamingnetworks and a method for playing a game, wherein the game includes anaspect of skill. The embodiments are illustrated and described herein byway of example only, and not by way of limitation. Referring now to thedrawings, and more particularly to FIGS. 1-28, there are shownillustrative examples of games, gaming machines, gaming networks andmethods for playing a game in accordance with various aspects of thegaming system.

An example in accordance with one or more aspects of a disclosedembodiment is shown in FIGS. 1-2. A preferred embodiment of a gamingsystem discloses a player participating in a skill-based feature gameand having the opportunity to influence a number of prizes awarded. Thenumber of prizes awarded is always more than zero (optimally, more thanone) with the amount of each prize determined by game mathematics andrandom number generation algorithms. Thus, while the number of prizesawarded to the player is influenced by the player, the total prizeamount awarded to the player is not in any way influenced by the skillof the player (e.g., while the number of prizes increasing, the value ofthe prizes decreases correspondingly). In this regard, a payoutparameter for credit prizes may include an overall payout percentagethat is the casino operator's desired percentage of the monetary incomeearned by the game apparatus that the operator wishes to provide back toplayers in the form of the prizes won using prize credits.

This payout percentage is not influenced by any player input or how theplayer has played the game of chance. Rather, this payout percentagegoverns the overall performance of the gaming machine for a game ofchance so that the gaming machine falls within business and regulatoryrequirements. The payout percentage is a term of art that is defined asthe long-term payout percentage of the game units based upon the amountof money wagered at those game units. For instance, a 98% payout gamingmachine playing a game of chance, over the long-term, will pay out 98cents of every dollar that is wagered at those particular gamingmachines.

Referring now to FIG. 1, an embodiment of a pseudo-skill based game 100(in which the total prize amount awarded to the player is not in any wayinfluenced by the skill of the player) shows an “outer space” themedfeature game being played. From the player's perspective, the gameincludes graphical images of space ships moving horizontally across adisplay. The player touches a secondary touchscreen (e.g., Bally'siDeck™) to launch “missiles” to try and destroy the space ships. Eachtime a spaceship is hit it is damaged, and after repeated hits itexplodes. At this point the player is awarded either: (1) acredit/monetary amount, or (2) a number of points. In the embodimentshown in FIG. 2, the current totals are shown as (1) “Credits Won” and(2) “Score.” In this embodiment, the feature game continues for a setperiod of time with the player accumulating both credit and scoretotals. Once the time expires, the player has no further control ofmissiles, but a “defensive shield” activates and destroys any spaceshipremaining on screen, potentially increasing the credit total to theplayer.

After all ships are destroyed, the totals (i.e., credits won and score)are displayed to the player. The total credits won are awarded to theplayer, and the score is compared to a pre-existing high-score table.Depending upon the score total, the player's score may merit beingincluded in the high-score table, and if so, the player is asked tosubmit their initials/name/handle to identify their score.

The above experience may lead the player to believe that theirperformance influenced the amount of credits won, but in fact this isnot the case. While their score is derived by their play, the totalcredits won is fixed at the beginning of the feature game being playedby a random number generator or other conventional prize awarding means,such as a marketing budget or mystery progressive award. One of manytechniques for accomplishing this gaming experience is described below.

Referring now to FIG. 2, a logical flow diagram is shown that generallydepicts the steps associated with a method 200 for carrying out a gamein accordance with one aspect of the pseudo skill-based game 100. Theorder of actions depicted in FIG. 2 is for illustrative purposes onlyand should not be considered limiting. For example, the order of theactions may be changed, additional steps may be added, or some steps maybe removed without deviating from the scope and spirit of the disclosedembodiments.

In one embodiment of the method illustrated in FIG. 2, a preset prizeamount is awarded in smaller sub-amounts, spread throughout a timeperiod during which a feature game is active. Typically, this embodimentdoes not award a set of sub-amounts that causes more than the presetprize to be awarded. In another aspect of this embodiment, the pseudoskill-based game 100 enables a player to interact with the feature gameas aggressively or passively as they wish, awarding a large number ofsmall prizes, or a small number of larger prizes accordingly.Furthermore, a player may change the aggressiveness of its behaviorduring the feature game and the system adjusts accordingly.

In one embodiment of the pseudo skill-based game 100, a number ofvariables are set at step 205. Feature duration (FD) is the length oftime for the feature game to be played. A common value may be 30 or 60seconds. The Time Left variable (TL) is set to equal this valueinitially. A variable (TP) is set to the total prize to be awarded, aschosen by the RNG or other prize awarding means. A minimum sub-prize(MS) is also set. This is the smallest amount that may be awarded forany given “hit” on a spaceship, or equivalent event. Typically, settingan MS value is a matter of choice for the game designer. It may be setto a fraction of TP (e.g., 0.1), a multiple of the player's wager, or asan absolute value. The only hard requirement is that MS<TP. A smaller MSvalue allows for more credit scoring “hits,” but may lead to many prizesnot being seen as being worthwhile by a very aggressive player. In oneembodiment, an example value for MS may be three.

The variable MF is the maximum fraction variable. This is the maximumproportion of TP that may be awarded in one “hit.” For example, ifTP=1000, and MF=0.2, then the maximum sub-amount that may be awarded fora particular “hit” on a spaceship is 200. The choice of this value iscontrollable by the game designer. A higher MF may lead to morespaceships being hit without scoring, while a lower MF may ensure thatmore hits score credit awards, but with lower sub-amounts awarded eachtime.

Continuing with this embodiment, the next variable, CP, is initialized.The CP variable is the “cumulative prize,” and is the total ofsub-amounts already awarded during the feature game. This variable isset to zero at the beginning of the feature game. Another variable, IFD,is optionally set. The variable IFD represents the nominal time periodat the end of a feature game when a player can no-longer participate,but scoring still occurs. In the space game example, this is the periodduring which the “defensive shields” obliterate all remaining spaceshipsstill on screen. The reason for setting this variable to a meaningfulvalue, such as 3.0 seconds, is so that a player may receive an awardduring the end of feature game that is consistent with their playthroughout the active portion of the feature game.

Using a value of 3.0 for IFD and 30.0 for FD, one would expect toreceive 10% of the overall prize during the “defensive shields phase”and 90% during the active phase. Setting the IFD variable to zero hasthe effect that all of the credits to be awarded may be awarded duringthe active phase (but not necessarily). The final variable initially setis the Success Factor (SF). The SF variable is used to calibrate thefeature game by the game designer. In this regard, a lower value for theSF variable causes the player to receive zero credit amounts for “hits”more often, and thus higher credit amounts for the hits that do score.Adjusting the SF variable while keeping the MS variable low, and the MFvariable high may be used to “balance” the feature game. An examplevalue for the SF variable may be 8.0.

Once initialized, the feature game begins playing at step 210, and spaceships start to appear on the display. Periodically, after some verysmall interval of time (I), which is usually at the rate of screenrefresh ( 1/60th of a second), the main section of the process shown inFIG. 2 is followed.

In step 215, the variable “I” is subtracted from TL (the time left inthe feature game). If, at step 220, TL is smaller or equal to IFD, thenthe interactive portion of the feature game has finished, and theinactive portion (“defensive shields active”) commences at step 225. Atthis point, TP is compared to CP. To re-iterate, CP is the cumulativeamount of sub-prizes awarded.

If, at step 225, CP<TP then a sub-prize of (TP-CP) is awarded to theplayer at step 230 during the course of all remaining ships on displaybeing destroyed. This sub-prize of (TP-CP) may be split up usingGaussian distribution methods disclosed below. It should be noted herethat if the player performs no action at all during the active portionof the feature game, CP will be zero, and thus the total prize (TP)would be awarded at this point. Notably, this inactive portion ismeaningful because it ensures that exact TP credits are awarded in totalto the player.

If, however, the time left (TL) in the feature game is larger than IFDat step 225, then the interactive portion of the feature game ispresented starting at step 235. During this time, graphic images ofspace ships are being moved across the screen, and a player may interactby touching the iDeck™ to cause a “missile” to be fired upwards. Thelength of time of the touch determines the size, or intensity of the“missile,” with long presses resulting in more powerful, and thus moredestructive missiles. As a missile makes contact with a spaceship, adetermination is made as to whether the contact has caused the spaceshipto be destroyed. In the preferred embodiment, multiple smaller hits orone large hit (from a long press of the iDeck™ touchscreen) are requiredfor a spaceship to be destroyed. If a spaceship is destroyed, then anAward Event occurs (see step 235).

If an award event occurs at step 235, then a calculation for a variableC is made at step 240. The variable C represents the optimum amount ofcredits to be awarded at the current time of the feature game. If aplayer has had multiple successful hits over a short period of time, Cmay be low. In contrast, if most of the interactive portion of thefeature game has already passed without a successful hit, C may be quitehigh, maybe as much as TP*MF.

The variable C is calculated to be((TP/(FD-ID))*(FD-TL)*(FD/(FD-IFD))-CP. Breaking down this equation, theconstant (FD-IFD) represents the interactive portion of the featuregame, so if the feature duration (FD) is 30 seconds, and the inactivefeature duration is 5 seconds then (FD-IFD) would be 25.0. The variableTP/(FD-ID) is therefore the total amount to be awarded during thefeature game divided by the active time. (FD-TL) is the time elapsed inthe feature game, and (FD/(FD-IFD)) is a constant scaling factor toensure that all of the total amount is available to be offered duringthe interactive portion of the feature game. The variable CP (the amountalready awarded to the player) is subtracted, and from this an optimalamount for the variable C is derived.

Next, the variable C is tested against the minimum sub-prize (MS) atstep 245. If it is smaller, the variable C is set to MS at step 250 inorder to ensure that a prize smaller than MS is not awarded.

Continuing with the description of this embodiment, a random fractionalnumber R is chosen in the range of 0.0 and 1.0 at step 255. The reasonfor introducing a random factor into the process is to give the player amore interesting and varied experience. The random factor makes theoutcome less predictable for the player in terms of both size andfrequency of cash awards.

For example, in this embodiment a temporary variable X is now computedto be C*SF/TP. The variable X is therefore the optimal amount to beawarded, C, multiplied by the success factor and divided by the totalprize. X is then compared to R. The likelihood of X being bigger than Ris directly proportional to C. The success factor (SF) is used as atuning characteristic for the game designer, depending upon howobjectively difficult it is for a player to trigger an award eventduring the feature game. If it is very difficult to “blow up” aspaceship, then SF may be set correspondingly high. In contrast, if aplayer can expect to have many award events then SF should be set low,to say 1.0. The SF variable may be set to different values forindividual or groups of players. Additionally, players with a consistentrecord of high scores may have a lower SF value than a player who hasnever played the game before. Notably, modifying the SF variable doesnot change the total prize value to be awarded; it simply changes thenumber of sub-awards within the feature game.

At step 260, if X is smaller than R or CP=TP (which means that allcredits to be awarded in the feature game have already been awarded), a“miss” is presented to the player at step 265. In one embodiment, thismiss does not give the player a cash award, but it does add to asecondary “score” meter, which is discussed below.

If, at step 260, a “hit” has occurred, two more potential adjustmentsare made before the prize may be awarded. First, at step 270, thevariable C is compared against TP*MF and if it is larger, set to beTP*MF at step 275. This ensures that the variable C is not larger thanthe maximum fraction of the total prize. Second, (CP+C) is comparedagainst (TP-MS) at step 280. If (CP+C) is greater than (TP-MS), then Cis set to be TP-CP at step 285. This represents the edge case where theamount of the total award still available to be awarded is less than theminimum allowed sub-prize if C was awarded. In this scenario, C is setto be all of the remaining credits to be awarded. This completes thefeature game in terms of awarding of a prize, though a player may stillobtain additional points for their “score total.”

At step 290, the final task of the award event is to present the value Cas a prize that the player has obtained. In one embodiment of thispresentation, the value of C is super-imposed over an exploding“spaceship” graphic image. At step 290, the variable C is also added tothe variable CP so that the running total of prizes awarded is correct.

FIG. 3 illustrates another embodiment of a game with an “aquatic” theme.In this game, a modification permits the feature game to offer a rangeof fixed prize amounts for successful “hits.” In this example, hitting a“shark” with a bubble may give the player a chance to potentially earn$200, but hitting a “blowfish” may only have a prize value of $5 or $20depending upon the blowfish's color. Again, it is notable that theoverall prize award does not change. If a player is very successful athitting a number of sharks, with an overall prize award that is low, theplayer will find that instead of being awarded cash awards, they willinstead be awarded large numbers of points. In the example shown in FIG.3, one shark 310 has a value of $200, and the other shark 320 has avalue of $100. Typically, these values are only shown to the player upona successful hit, and in the event of a cash award being given.

Referring now to FIG. 4, a logical flow diagram is shown that generallydepicts the steps associated with a method 400 for carrying out a gamein accordance with the embodiment of FIG. 3. The order of actions asshown in FIG. 4 is for illustrative purposes only, and should not beconsidered limiting in any manner. For example, the order of the actionsmay be changed, additional steps may be added or some steps may beremoved without deviating from the scope and spirit of the invention. Toemphasize the differences between the two methods, descriptions of stepscommon to the methods of FIG. 2 and FIG. 4 (i.e., 415, 215; 410; 210,and the like) are not reiterated here.

At step 405, a number of variables common to the embodiment shown inFIG. 2 are set and will not be reiterated here. However, step 405additionally includes: (i) removal of minimum and maximum sub-prizevalues (as they are not needed), and (ii) creation of an array of fixedprize values AV.

Referring to the embodiment shown in FIG. 3, there are multiple entriesin the AV array for “sharks” 310 and 320 (e.g., $100 and $200),respectively. The selection of which entry to use may be randomly setwhen the graphic image of the shark appears on screen (but not shown tothe player unless they have an awarding hit event). Alternatively, atthe stage where the variable C is compared to AV[N], the variable C maybe compared against multiple entries of the AV array so that an award ofeither $100 or $200 may be possible.

Presenting a “miss” to a player if the optimal prize to be awarded, “C,”is smaller than the fixed prize desired (AV[N], where N is an index intoan array of fixed prize values), differs from the method of FIG. 2. Atstep 445, C is tested against AV[N]. If C is larger or equal to AV[N]then C is set to be AV[N] at step 450 so that the exact prize desired isawarded. If C is less than AV[N], a miss has occurred. It is presentedto the player at step 465.

If, at step 460, a “hit” has occurred, unlike the method of FIG. 2, onlyone potential adjustment is made before the prize may be awarded. (CP+C)is compared against TP at step 480. If (CP+C) is greater than TP, C isset to be TP-CP at step 485. All other steps are common between the twomethods.

A further alternative embodiment is also possible using the method ofFIG. 4. By testing multiple entries of the AV array, a fixed pay tableof awards may be used. In such an embodiment, a gold coin may have avalue of $200, a diamond may have a value of $40, and a pearl may have avalue of $5. Shooting the “blowfish” may cause it to “spit out” adiamond, pearl or gold coin graphic that the player collects in acollection area at the bottom of the display. The choice of whichgraphic is “spat out” is therefore set by the method shown in FIG. 4,dependent on the total award, the amount already awarded, and the timeleft in the feature game.

In another aspect, the presentation of the award of any remainingcredits, (TP-CP), can be achieved by ensuring that the pay tableincludes elements that cover both very small (one unit) up to largerprizes. This ensures that the final award may always be made up to thecorrect TP amount.

FIG. 5 shows another embodiment of the pseudo-skill based game 100. Asstated above, to add to the entertainment value of the feature game, aplayer may be awarded non-cash points for scoring events that cannot, ordo not, pay an award. These points accumulate during a feature game, andthus represent the true skill of the player. While no cash award isgiven for a high points score, the player is encouraged to enter theirinitials or name for particularly high scores so that they may competeagainst other players either at the same property or elsewhere. In somejurisdictions where true skill gaming is allowed, it is possible thatthe players who achieve the highest scores over a period of time may begiven feature prizes or entry into tournaments.

FIG. 6 shows an additional feature of the pseudo skill-based game 100.In this example, a “shooting gallery” is offered to the player usingeither variable or fixed prize values as described above. In both of theother embodiments previously described (“space” and “fishing”) a playerinteracts by touching the iDeck™ touchscreen, causing a missile orbubble to be sent vertically upwards from the point of touch. Incontrast, in this embodiment, a player performs a “flick” gesture on theiDeck™ touchscreen. The vector derived from this gesture determines thevelocity and direction of the “bean-bag” graphic that is first displayedon the iDeck™ screen, and then on the main display as it moves upwards.

In the embodiment of the pseudo skill-based game 100 shown in FIG. 6, aplayer has used the multi-touch technology of the iDeck™ tosimultaneously launch “bean bags” from both his left hand and his righthand. In this embodiment, the left-handed “bean bags” are launched alonga vector of roughly 20 degrees from the vertical, while the right-handed“bean bags” are launched roughly vertically.

FIG. 7 shows another embodiment of the pseudo skill-based game 100. Inthis embodiment, a game of “skee ball” is offered to the player. In“skee ball” a player is given a number of balls to aim at a targetcomposed of a number of chutes. Each chute has a value associated withit, and the most difficult chutes to target have the largest values.Conventionally, skee ball is a skill-based game. A player tries to aimthe ball to land in the highest prize chutes. The more skilled theplayer, the more tickets they are awarded, as tickets are awarded atregular intervals of scoring. As has been noted above, if this were tobe offered in a casino environment as-is, it would be classed as askill-based game with all the associated regulations. An alternative tosuch a “skill-based” embodiment is to remove the player control of theball, and instead have the launch trajectory of the ball be determinedby a random number generator. While this alternative does remove theskill element, it also has the problem of removing most, if not all, ofthe entertainment value from the skee-ball feature game.

However, the following is another non-skill based embodiment of askee-ball feature game. In this embodiment, a player is given a numberof “balls” (the number may be a variable set by the game designer, theoperator, or in accordance with player loyalty status). As shown below,the number of balls does not affect the total prize amount to beawarded. There is also a score with tickets that are awarded. The playeris able to aim a ball by placing their finger on the touchscreen overthe point at which they wish to launch the ball, then making a verticalgesture to launch the ball. This gesture generates a velocity anddirection for the ball, which travels through the simulation of theskee-ball arena up to the target chutes.

To ensure this game works optimally, the lowest score required for asingle ticket should be low enough that a player is guaranteed toachieve at least one, and the interpretation of the gesture should besuch that a minimum velocity and variation from vertical direction isenforced. This ensures that the player always hits at least the targetmarked with “10.” As an example, if a player is given 5 balls to aim andthrow, and the lowest possible score from any particular attempt is 10points, then awarding a ticket for 50 points total or less will ensurethat the player always receives at least one ticket per game.

Assuming the player has 5 balls to aim and throw, and that he or she isguaranteed at least a score of 10, it can also be determined that amaximum score of 500 is achievable. If a ticket is awarded for every 50points achieved, it may be determined that a player may receive betweena total of 1 and 10 tickets for any given feature game.

Notably, the number of tickets obtained by the player does not influencethe prize to be awarded. In a first embodiment shown in FIGS. 8 and 9, aplayer has won 4 tickets, which has the result of giving the player thechoice of four tickets to choose from to reveal the prize. If the playerhad only won one ticket, the player would have only one ticket to touch.Correspondingly, if the player had won 10 tickets, the player would have10 tickets from which to choose. In FIG. 9, the player has touched oneticket and revealed a prize of $250.00. This award ends the featuregame. Each of the prizes “hidden” behind the tickets is chosenindependently by a pay table using a random number generator or otherconventional means, and thus may be revealed at the end of the featuregame (if desired by the game designer).

The benefit of this embodiment is that the greater level skill from theplayer does not result in a larger prize. Instead this embodimentresults in the player receiving more opaque tickets to choose from, butonly the same final prize. The additional tickets only lead to a widerselection of (non-winning) prizes to be revealed. Because each hiddenprize is selected independently from the pay table, the odds of a prizeappearing behind a particular ticket are consistent no matter how manytickets appear. This result, of course, is not necessarily known by theplayer. Additionally, when the skilled player receives a larger numberof tickets, the player has tangible evidence of the highly skilled play,which may be used for “bragging rights” over the player's friends.

FIGS. 10 and 11 show an alternative embodiment for the outcome of askee-ball game. In these examples, a first play of the feature game haswon eight tickets and a second play has won three tickets, but bothplays have an underlying award (not shown to the player) of 1000credits.

In this embodiment, the player is able to touch all of the tickets toreveal prizes, and the total they receive is the sum of all the prizesrevealed. FIGS. 12 and 13 therefore show the corresponding outcomes fora total prize award of 1000 credits. The method for splitting the totalprize into smaller portions may use a Gaussian random numberdistribution centered around the average prize to be given per ticket,as disclosed in provisional application “A System and Method forProviding a System Generated In-Game Bonus in a Gaming Environment,”Patent App. No. 61/412,888, filed Nov. 12, 2010, which is incorporatedherein by reference in its entirety. For a Gaussian distribution, ifthere are N tickets to be awarded for a prize of P, then N tickets arecomputed to be random numbers R[N] centered around (N/P), with anappropriate sigma factor of, for example, 2.0 standard deviations. Eachticket value is then normalized by multiplying each element of R byP/ER.

In other embodiments, additional creative methods may be used to splitup the total prize using the methods disclosed in “System, Apparatus AndMethod For Saving Game State And For Utilizing Game States On DifferentGaming Devices,” patent application Ser. No. 12/792,466, filed Jun. 2,2010, which is incorporated herein by reference in its entirety. In theabove examples, a prize of 1000 credits may be split into either threeor eight smaller prizes with expected values of 333 or 125,respectively. Each of these expected values are not intended to be realvalues, but instead values to be fed into the feature retrieval process.So eight tickets with an expected value of 125 could lead to a playerreceiving 15 free games in one ticket (real value 300), five free gamesin another ticket (real value 100), a ticket with a value of 50, anotherticket with a value of 200, and so on.

In accordance with one or more embodiments of the pseudo skill-basedgame 100, progressive prizes may be awarded as part of feature gameplay. The progressive prizes may be calculated by a progressivecontroller such as a controller manufactured by Mikohn, Inc. Theprogressive controller monitors wagering during base game play,calculates a current value for one or more progressive jackpot pools,and transmits the current pool values to the gaming machine. In one ormore embodiments, progressive awards are accumulated during regular playas a percentage, such as three percent, of the game play take. Theprizes may be sized according to the preferences of the casino operator.The number of prizes may vary without deviating from the scope of thedisclosed embodiments. The size of the prizes is dependent on the amountof play, prior to initiating feature game play, and may come from thecontributions of a single gaming machine or a number of linked gamingmachines. In another aspect, the prizes may be set amounts establishedby the casino operator from non-coin-in funds, such as marketing funds.

In one or more embodiments, the prizes for feature game play may beaccumulated based on funding mechanisms other than a percentage ofwagers accumulated by the gaming machine. For example, an operator mayinitially fund various award pools with a pre-determined amount ofmoney, such as $1000 for one progressive, $500 for a second progressive,$100 for a third progressive, and so on. Subsequently, the casinooperator may determine to increase the amounts of one or more of theawards at pre-determined times, which may be periodically or randomlyselected with a range of times or periods. Once a winner has occurred atany level, the award levels may be rolled back to the initial fundinglevel. In one or more embodiments, only the winning award level isrolled back to the initial funding level.

In one or more embodiments, the prizes for feature game play may be setamounts, i.e., non-progressive. In one or more embodiments, thealgorithms to determine the amounts may be determined by a statisticalpercentage based on an average take of a gaming machine and thelikelihood of the win over a period of time. In the case where one ormore gaming machines are networked, a common award table may be utilizedwhere the award algorithms are determined based on an average take(total wagers) of all the networked gaming machines and the likelihoodof a win of an award over a period of time. Each award may be calculatedin a similar manner based on the likelihood of a winning outcome beingachieved during a game play session.

Referring to FIG. 14, the gaming machine 1400 is capable of supportingvarious embodiments of the pseudo skill-based game 100, includingcabinet housing 1420, primary game display 1440 upon which a primarygame and feature game may be displayed, top box 1450 which may displaymultiple progressives that may be won during play of the feature game,player-activated buttons 1460, player tracking panel 1436, bill/voucheracceptor 1480, and one or more speakers 1490. Cabinet housing 1420 maybe a self-standing unit that is generally rectangular in shape and maybe manufactured with reinforced steel or other rigid materials which areresistant to tampering and vandalism. Cabinet housing 1420 mayalternatively be a handheld device including the gaming functionality asdiscussed herein and including various elements of the describedcomponents herein. For example, a handheld device may be a cell phone,personal data assistant, or laptop or tablet computer, each of which mayinclude a display, a processor, and memory sufficient to support eitherstand-alone capability, such as gaming machine 400, or thin clientcapability, such as that incorporating some of the capability of aremote server.

In one or more embodiments, cabinet housing 1420 houses a processor,circuitry, and software (not shown) for receiving signals from theplayer-activated buttons 1460, operating the games, and transmittingsignals to the respective displays and speakers. Any shaped cabinet maybe implemented with any embodiment of gaming machine 1400 so long as itprovides access to a player for playing a game. For example, cabinet1420 may comprise a slant-top, bar-top, or table-top style cabinet,including a Bally Cinevision™ or CineReels™ cabinet. The operation ofgaming machine 1400 is described more fully below.

The plurality of player-activated buttons 1460 may be used for variousfunctions such as, but not limited to, selecting a wager denomination,selecting a game to be played, selecting a wager amount per game,initiating a game, or cashing out money from gaming machine 400. Buttons460 may be operable as input mechanisms and may include mechanicalbuttons, electromechanical buttons or touch screen buttons. Optionally,a handle 1485 may be rotated by a player to initiate a game.

In one or more embodiments, buttons 1460 may be replaced with variousother input mechanisms including, but not limited to, a touch screensystem, touch pad, track ball, mouse, switches, toggle switches, orother input means used to accept player input such as a Bally iDeck™.One other example input means is a universal button module as disclosedin U.S. patent application Ser. No. 11/106,212, entitled “UniversalButton Module,” filed on Apr. 14, 2005, which is hereby incorporated byreference. Generally, the universal button module provides a dynamicbutton system adaptable for use with various games and capable ofadjusting to gaming systems having frequent game changes. Moreparticularly, the universal button module may be used in connection withplaying a game on a gaming machine and may be used for such functions asselecting the number of credits to bet per hand.

In one embodiment, the cabinet housing 1420 may optionally include topbox 1450 which contains “top glass” 1452 comprising advertising orpayout information related to the game or games available on gamingmachine 1400. Additionally, the player tracking panel 1436 may include aplayer tracking card reader 1434 and a player tracking display 1432.Continuing, a voucher printer 1430 may be integrated into playertracking panel 1436 or installed elsewhere in cabinet housing 1420 ortop box 1450.

In another aspect of one embodiment, a game display 1440 may present agame of chance wherein a player receives one or more outcomes from a setof potential outcomes. For example, one such game of chance is a videoslot machine game. In other aspects of the embodiment, the gamingmachine 1400 may present a video or mechanical reel slot machine, avideo keno game, a lottery game, a bingo game, a Class II bingo game, aroulette game, a craps game, a blackjack game, a mechanical or videorepresentation of a wheel game, or the like.

Mechanical or video/mechanical embodiments may include game displayssuch as mechanical reels, wheels, or dice as required to present thegame to the player. In video/mechanical or pure video embodiments, gamedisplay 1440 is typically a CRT or a flat-panel display in the form of,but not limited to liquid crystal, plasma, electroluminescent, vacuumfluorescent, field emission, or any other type of panel display known ordeveloped in the art. Game display 1440 may be mounted in either a“portrait” or “landscape” orientation and be of standard or “widescreen”dimensions (i.e., a ratio of one dimension to another of at least 16×9).For example, a widescreen display may be 32 inches wide by 18 inchestall. A widescreen display in a “portrait” orientation may be 32 inchestall by 18 inches wide. Additionally, game display 440 preferablyincludes a touch screen or touch glass system (not shown) and presentsplayer interfaces such as, but not limited to, credit meter (not shown),win meter (not shown) and touch screen buttons (not shown). An exampleof a touch glass system is disclosed in U.S. Pat. No. 6,942,571,entitled “Gaming Device with Direction and Speed Control of MechanicalReels Using Touch Screen,” which is hereby incorporated by reference.

Game display 1440 may also present information such as, but not limitedto, player information, advertisements and casino promotions, graphicdisplays, news and sports updates, or even offer an alternate game. Thisinformation may be generated through a host computer networked withgaming machine 1400 on its own initiative, or it may be obtained byrequest of the player using either one or more of the plurality ofplayer-activated buttons 1460; the game display itself, if game display1440 comprises a touch screen or similar technology; buttons (not shown)mounted about game display 1440 which may permit selections such asthose found on an ATM machine, where legends on the screen areassociated with respective selecting buttons; or any player input devicethat offers the required functionality.

Cabinet housing 1420 incorporates a single game display 1440. However,in alternate embodiments, cabinet housing 1420 or top box 1450 may houseone or more additional displays 1453 or components used for variouspurposes including additional game play screens, animated “top glass,”progressive meters or mechanical or electromechanical devices (notshown) such as, but not limited to, wheels, pointers or reels. Theadditional displays may or may not include a touch screen or touch glasssystem.

Referring to FIGS. 15A and 15B, electronic gaming machine (EGM) 1501 isshown in accordance with one or more embodiments. EGM 1501 includes abase game integrated circuit board 1503 (EGM Processor Board) connectedthrough a serial bus line 1505 to game monitoring unit (GMU) 1507 (suchas a Bally MC300 or ACSC NT), and a player interface integrated circuitboard (PIB) 1509 connected to player interface devices 1511 over buslines 1513, 1515, 1517, 1519, 1521, 1523. Printer 1525 is connected toPIB 1509 and GMU 1507 over bus lines 1527, 1529. Base game integratedcircuit board 1503, PIB 1509, and GMU 1507 connect to Ethernet switch1531 over bus lines 1533, 1535, 1537. Ethernet switch 1531 connects to aslot management system (SMS) and a casino management system (CMS)network over bus line 1539. GMU 1507 also may connect to the SMS and CMSnetwork over bus line 1541. Speakers 1543 connect through audio mixer1545 and bus lines 1547, 1549 to base game integrated circuit board 1503and PIB 1509. The proximity and biometric devices and circuitry may beinstalled by upgrading a commercially available PIB 1509, such as aBally iView unit. Coding executed on base game integrated circuit board1503, PIB 1509, and/or GMU 1507 may be upgraded to integrate a gamehaving adjustable, multi-part, indicia as is more fully describedherein.

Peripherals 1551 connect through I/O board 1553 to base game integratedcircuit board 1503. For example, a bill/ticket acceptor is typicallyconnected to a game input-output board 1553 which is, in turn, connectedto a conventional central processing unit (“CPU”) base game integratedcircuit board 1503, such as an Intel Pentium microprocessor mounted on agaming motherboard. I/O board 1553 may be connected to a base gameintegrated circuit board 1503 by a serial connection such as RS-232 orUSB or may be attached to the processor by a bus such as, but notlimited to, an ISA bus. The gaming motherboard may be mounted with otherconventional components, such as are found on conventional personalcomputer motherboards, and loaded with a game program which may includea gaming machine operating system (OS), such as a Bally Alpha OS. Basegame integrated circuit board 1503 executes a game program that causesbase game integrated circuit board 1503 to play a game. In oneembodiment, the game program provides a slot machine game havingadjustable multi-part indicia. The various components and includeddevices may be installed with conventionally and/or commerciallyavailable components, devices, and circuitry, into a conventional and/orcommercially available gaming machine cabinet, examples of which aredescribed above.

When a player has inserted a form of currency such as, for example andwithout limitation, paper currency, coins or tokens, cashless tickets orvouchers, electronic funds transfers or the like into the currencyacceptor, a signal is sent by way of I/O board 1553 to base gameintegrated circuit board 1503 which, in turn, assigns an appropriatenumber of credits for play in accordance with the game program. Theplayer may further control the operation of the gaming machine by way ofother peripherals 1551, for example, to select the amount to wager viaelectromechanical or touch screen buttons. The game starts in responseto the player operating a start mechanism, such as a handle or touchscreen icon. The game program includes a random number generator toprovide a display of randomly-selected indicia on one or more displays.

In some embodiments, the random generator may be physically separatefrom gaming machine 1500. For example, the random generator may be partof a central determination host system which provides random gameoutcomes to the game program. Thereafter, the player may or may notinteract with the game through electromechanical or touch screen buttonsto change the displayed indicia. Finally, the base game integratedcircuit board 1503 is under control of the game program, and the OScompares the final display of indicia to a pay table. The set ofpossible game outcomes may include a subset of outcomes related to thetriggering of a feature game. In the event the displayed outcome is amember of this subset, the base game integrated circuit board 1503,under control of the game program and by way of I/O Board 1553, maycause feature game play to be presented on a feature display.

Predetermined payout amounts for certain outcomes, including featuregame outcomes, are stored as part of the game program. Such payoutamounts are, in response to instructions from base game integratedcircuit board 1503, provided to the player in the form of coins, creditsor currency via I/O board 1553 and a pay mechanism, which may be one ormore of a credit meter, a coin hopper, a voucher printer, an electronicfunds transfer protocol, or any other payout means known or developed inthe art.

In various embodiments, the game program is stored in a memory device(not shown) connected to, or mounted on, the gaming motherboard. By wayof example, but not by limitation, such memory devices include externalmemory devices, hard drives, CD-ROMs, DVDs, and flash memory cards. Inan alternative embodiment, the game programs are stored in a remotestorage device. In one embodiment, the remote storage device is housedin a remote server. The gaming machine may access the remote storagedevice via a network connection, including but not limited to, a localarea network connection, a TCP/IP connection, a wireless connection, orany other means for operatively networking components together.Optionally, other data including graphics, sound files and other mediadata for use with the EGM are stored in the same or a separate memorydevice (not shown). Some or all of the game program and its associateddata may be loaded from one memory device into another, for example,from flash memory to random access memory (RAM).

In one or more embodiments, peripherals may be connected to the systemover Ethernet connections directly to the appropriate server or tied tothe system controller inside the EGM using USB, serial or Ethernetconnections. Each of the respective devices may have upgrades to theirfirmware utilizing these connections.

GMU 1507 includes an integrated circuit board and GMU processor andmemory including coding for network communications, such as the G2S(game-to-system) protocol from the Gaming Standards Association, LasVegas, Nev., used for system communications over the network. As shown,GMU 1507 may connect to card reader 1555 through bus 1557 and maythereby obtain player card information and transmit the information overthe network through bus 1541. Gaming activity information may betransferred by the base game integrated circuit board 1503 to GMU 1507where the information may be translated into a network protocol, such asS2S, for transmission to a server, such as a player tracking server,where information about a player's playing activity may be stored in adesignated server database.

PIB 1509 includes an integrated circuit board, PID processor, and memorywhich includes an operating system, such as Windows CE, a playerinterface program which may be executable by the PID processor togetherwith various input/output (I/O) drivers for respective devices whichconnect to PIB 1509, such as player interface devices 511, and which mayfurther include various games or game components playable on PIB 1509 orplayable on a connected network server and PIB 1509 is operable as theplayer interface. PIB 1509 connects to card reader 1555 through bus1523, display 1559 through video decoder 1561 and bus 1521, such as anLVDS or VGA bus.

As part of its programming, the PID processor executes coding to drivedisplay 1559 and provide messages and information to a player. Touchscreen circuitry interactively connects display 1559 and video decoder1561 to PIB 1509, such that a player may input information and cause theinformation to be transmitted to PIB 1509 either on the player'sinitiative or responsive to a query by PIB 1509. Additionally, soft keys1565 connect through bus 1517 to PIB 1509 and operate together withdisplay 1559 to provide information or queries to a player and receiveresponses or queries from the player. PIB 1509, in turn, communicatesover the CMS/SMS network through Ethernet switch 1531 and busses 1535,1539 and with respective servers, such as a player tracking server.

Player interface devices 1511 are linked into the virtual privatenetwork of the system components in gaming machine 1501. The systemcomponents include the iVIEW processing board and game monitoring unit(GMU) processing board. These system components may connect over anetwork to the slot management system (such as a commercially availableBally SDS/SMS) and/or casino management system (such as a commerciallyavailable Bally CMP/CMS).

The GMU system component has a connection to the base game through aserial SAS connection and is connected to various servers using, forexample, HTTPs over Ethernet. Through this connection, firmware, media,operating system software, and gaming machine configurations can bedownloaded to the system components from the servers. This data isauthenticated prior to installation on the system components.

The system components include the iVIEW processing board and gamemonitoring unit (GMU) processing board. The GMU and iVIEW can becombined into one device (e.g., the commercially available Bally GTMiVIEW device). This device may have a video mixing technology to mix theEGM processor's video signals with the iVIEW display onto the top boxmonitor or any monitor on the gaming device.

In accordance with one or more embodiments, FIG. 16 is a functionalblock diagram of a gaming kernel 1600 of a game program under control ofbase game integrated circuit board 1503. The game program uses gamingkernel 1600 by calling into application programming interface (API)1602, which is part of game manager 1603. The components of game kernel1600, as shown in FIG. 16, are only illustrative and should not beconsidered limiting. For example, the number of managers may be changed,additional managers may be added or some managers may be removed withoutdeviating from the scope and spirit of the disclosed embodiments.

As shown in the example, there are three layers: a hardware layer 1605;an operating system layer 1610, such as, but not limited to, Linux; anda game kernel layer 1600 having game manager 1603 therein. In one ormore embodiments, the use of a standard operating system 1610, such aUNIX-based or a Windows-based operating system, allows game developersinterfacing to the gaming kernel to use any of a number of standarddevelopment tools and environments available for the operating systems.This is in contrast to the use of proprietary, low level interfaceswhich may require significant time and engineering investments for eachgame upgrade, hardware upgrade, or feature upgrade. The game kernellayer 1600 executes at the user level of the operating system 1610, anditself contains a major component called the I/O Board Server 1615. Toproperly set the bounds of game application software (making integritychecking easier), all game applications interact with gaming kernel 1600using a single API 1602 in game manager 1603. This enables gameapplications to make use of a well-defined, consistent interface, aswell as making access points to gaming kernel 1600 controlled, whereoverall access is controlled using separate processes.

For example, game manager 1603 parses an incoming command stream and,when a command dealing with I/O comes in (arrow 1604), the command issent to an applicable library routine 1612. Library routine 1612 decideswhat it needs from a device and sends commands to I/O Board Server 1615(see arrow 1608). A few specific drivers remain in operating systemkernel, shown as those below line 1606. These are built-in, primitive,or privileged drivers that are (i) general, (ii) kept to a minimum, and(iii) are easier to leave than extract. In such cases, the low-levelcommunications is handled within operating system 1610, and the contentsare passed to library routines 1612.

Thus, in a few cases library routines may interact with drivers insideoperating system 1610, which is why arrow 1608 is shown as having threedirections (between library utilities 1612 and I/O Board Server 1615, orbetween library utilities 1612 and certain drivers in operating system1610). No matter which path is taken, the logic needed to work with eachdevice is coded into modules in the user layer of the diagram. Operatingsystem 1610 is kept as simple, stripped down, and common across as manyhardware platforms as possible. The library utilities and user-leveldrivers change as dictated by the game cabinet or game machine in whichit runs. Thus, each game cabinet or game machine may have a base gameintegrated circuit board 1503 connected to a unique, relatively dumb,and as inexpensive as possible I/O adapter board 1540, plus a gamingkernel 1600 which has the game-machine-unique library routines and I/OBoard Server 1615 components needed to enable game applications tointeract with the gaming machine cabinet. Note that these differencesare invisible to the game application software with the exception ofcertain functional differences (e.g., if a gaming cabinet has stereosound, the game application makes use of API 1602 to use the capabilityover that of a cabinet having traditional monaural sound).

Game manager 1603 provides an interface into game kernel 1600, providingconsistent, predictable, and backwards-compatible calling methods,syntax, and capabilities by way of game application API 1602. Thisenables the game developer to be free of dealing directly with thehardware, including the freedom to not have to deal with low-leveldrivers as well as the freedom to not have to program lower-levelmanagers 1630, although lower-level managers 630 may be accessiblethrough game manager's interface 1602 if a programmer has a such a need.In addition to the freedom derived from not having to deal with thehardware level drivers and the freedom of having consistent, callable,object-oriented interfaces to software managers of those components(drivers), game manager 1603 provides access to a set of upper levelmanagers 1620 also having the advantages of consistent callable,object-oriented interfaces, and further providing the types and kinds ofbase functionality required in casino-type games. Game manager 1603,providing all the advantages of its consistent and richly functionalinterface 1602 as supported by the rest of game kernel 1600, thusproviding a game developer with a multitude of advantages.

Game manager 1603 may have several objects within itself, including aninitialization object (not shown). The initialization object performsthe initialization of the entire game machine, including other objects,after game manager 1603 has started its internal objects and servers inappropriate order. In order to carry out this function, the kernel'sconfiguration manager 1621 is among the first objects to be started;configuration manager 1621 has data needed to initialize and correctlyconfigure other objects or servers.

The upper level managers 1620 of game kernel 1600 may include game eventlog manager 1622 which provides, at the least, a logging or logger baseclass, enabling other logging objects to be derived from this baseobject. The logger object is a generic logger. Otherwise stated, thelogger object is not aware of the contents of logged messages andevents. The log manager's (1622) job is to log events in non-volatileevent log space. The size of the space may be fixed, although the sizeof the logged event is typically not fixed. When the event space or logspace fills up, one embodiment will delete the oldest logged event (eachlogged event will have a time/date stamp, as well as other neededinformation such as length), providing space to record the new event. Inthis embodiment, the most recent events will thus be found in the logspace, regardless of their relative importance. Further provided is thecapability to read the stored logs for event review.

In accordance with one embodiment, meter manager 1623 manages thevarious meters embodied in the game kernel 1600. This includes theaccounting information for the game machine and game play. There arehard meters (counters) and soft meters. The soft meters may be stored innon-volatile storage, such as non-volatile battery-backed RAM to preventloss. Further, a backup copy of the soft meters may be stored in aseparate, non-volatile storage such as EEPROM. In one embodiment, metermanager 1623 receives its initialization data for the meters, duringstartup, from configuration manager 1621. While running, the cash in(1624) and cash out (1625) managers call the meter manager's (1623)update functions to update the meters. Meter manager 1623 will, onoccasion, create backup copies of the soft meters by storing the softmeters' readings in EEPROM. This is accomplished by calling and usingEEPROM manager 1631.

In accordance with still other embodiments, the progressive manager 1626manages progressive games playable from the game machine. The eventmanager 1627 is generic, like log manager 1622, and is used to managevarious gaming machine events. The focus manager 628 correlates whichprocess has control of various focus items. The tilt manager 1632 is anobject that receives a list of errors (if any) from configurationmanager 1621 at initialization, and during game play from processes,managers, drivers, and the like, that may generate errors. Random numbergenerator manager 1629 is provided to allow easy programming access to arandom number generator (RNG), as a RNG is required in virtually allcasino-style (gambling) games. RNG manager 1629 includes the capabilityof using multiple seeds.

In accordance with one or more embodiments, a credit manager object (notshown) manages the current state of credits (cash value or cashequivalent) in the game machine, including any available winnings, andfurther provides denomination conversion services. The cash out manager1625 has the responsibility of configuring and managing monetary outputdevices. During initialization, the cash out manager 1625, using datafrom configuration manager 1621, sets the cash out devices correctly andselects any selectable cash out denominations. During play, a gameapplication may post a cash out event through the event manager 1627(the same way all events are handled), and using a callback posted bycash out manager 1625, cash out manager 1625 is informed of the event.

The cash out manager 1625 updates the credit object, updates its statein non-volatile memory, and sends an appropriate control message to thedevice manager that corresponds to the dispensing device. As the devicedispenses dispensable media, there will typically be event messagesbeing sent back and forth between the device and cash out manager 1625until the dispensing finishes. After this point, the cash out manager1625, having updated the credit manager and any other game state (suchas some associated with meter manager 1623) that needs to be updated forthis set of actions, sends a cash out completion event to event manager1627 and to the game application. The cash in manager 624 functionssimilarly to cash out manager 1625, only controlling, interfacing with,and taking care of actions associated with cashing in events, cash indevices, and associated meters and crediting.

In a further embodiment, in accordance with one or more embodiments, I/Oserver 1615 may write data to the gaming machine EEPROM memory, which islocated in the gaming machine cabinet and holds meter storage that mustbe kept even in the event of power failure. The game manager 1603 callsthe I/O library functions to write data to the EEPROM. The I/O server1615 receives the request and starts a low priority EEPROM thread 1616within I/O server 1615 to write the data. This thread uses a sequence of8-bit commands and data writes to the EEPROM device to write theappropriate data in the proper location within the device. Any errorsdetected are sent as IPC messages to game manager 1603. Typically, allof this processing is asynchronous.

In accordance with one embodiment, button module 1617 within I/O server1615, polls (or is sent) the state of buttons every 2 milliseconds.These inputs are debounced by keeping a history of input samples.Certain sequences of samples are required to detect that a button waspressed, in which case the I/O server 1615 sends an inter-processcommunication event to the game manager 1603 that a button was pressedor released. In some embodiments, the gaming machine may haveintelligent distributed I/O which debounces the buttons, in which casebutton module 1617 may be able to communicate with the remoteintelligent button processor to get the button events and simply relaythem to the game manager 1603 via IPC messages. In still anotherembodiment, the I/O library may be used for pay out requests from thegame application. For example, hopper module 1618 must start the hoppermotor, constantly monitor the coin sensing lines of the hopper, debouncethem, and send an IPC message to the game manager 1603 when each coin ispaid.

Further details, including disclosure of lower-level, fault handlingand/or processing, are included in U.S. Pat. No. 7,351,151 entitled“Gaming Board Set and Gaming Kernel for Game Cabinets” and provisionalU.S. Patent App. No. 60/313,743, entitled “Form Fitting Upgrade BoardSet For Existing Game Cabinets,” filed Aug. 20, 2001, both patent andprovisional application are incorporated by reference herein in theirentirety.

Referring to FIGS. 17 and 18, enterprise gaming system 1801 is shown inaccordance with one or more embodiments. Enterprise gaming system 1801may include one casino or multiple locations and generally includes anetwork of gaming machines 1803, floor management system (SMS) 1805, andcasino management system (CMS) 1807. SMS 1805 may include load balancer1811, network services servers 1813, player interface (iVIEW) contentservers 1815, certificate services server 1817, floor radio dispatchreceiver/transmitters (RDC) 1819, floor transaction servers 1821 andgame engines 1823, each of which may connect over network bus 1825 togaming machines 1803. CMS 1807 may include location tracking server1831, WRG RTCEM server 1833, data warehouse server 1835, player trackingserver 1837, biometric server 1839, analysis services server 1841, thirdparty interface server 1843, slot accounting server 1845, flooraccounting server 1847, progressives server 1849, promo control server1851, feature game (such as Bally Live Rewards) server 1853, downloadcontrol server 1855, player history database 1857, configurationmanagement server 1859, browser manager 1861, tournament engine server1863 connecting through bus 1865 to server host 1867 and gaming machines1803.

The various servers and gaming machines 1803 may connect to the networkwith various conventional network connections (such as, for example,USB, serial, parallel, RS485, Ethernet). Additional servers which may beincorporated with CMS 1807 include a responsible gaming limit server(not shown), advertisement server (not shown), and a control stationserver (not shown) where an operator or authorized personnel may selectoptions and input new programming to adjust each of the respectiveservers and gaming machines 1803. SMS 1805 may also have additionalservers including a control station (not shown) through which authorizedpersonnel may select options, modify programming, and obtain reports ofthe connected servers and devices, and obtain reports. The various CMSand SMS servers are descriptively entitled to reflect the functionalexecutable programming stored thereon and the nature of databasesmaintained and utilized in performing their respective functions.

Gaming machines 1803 include various peripheral components that may beconnected with USB, serial, parallel, RS-485 or Ethernetdevices/architectures to the system components within the respectivegaming machine. The GMU has a connection to the base game through aserial SAS connection. The system components in the gaming cabinet maybe connected to the servers using HTTPs or G2S over Ethernet. Using CMS1807 and/or SMS 1805 servers and devices, firmware, media, operatingsystems, and configurations may be downloaded to the system componentsof respective gaming machines for upgrading or managing floor contentand offerings in accordance with operator selections or automaticallydepending upon CMS 1807 and SMS 1805 master programming. The data andprogramming updates to gaming machines 1803 are authenticated usingconventional techniques prior to installation on the system components.

In various embodiments, any of the gaming machines 1803 may be amechanical reel spinning slot machine, video slot machine, video pokermachine, keno machine, video blackjack machine, or a gaming machineoffering one or more of the above-described games, including a groupplay game. Alternately, gaming machines 1803 may provide a game with askill-based component as a primary or base game or as one of a set ofmultiple primary games selected for play by a random number generator,as described above. A gaming system of the type described above alsoallows a plurality of games in accordance with the various embodimentsof the pseudo skill-based game 100 to be linked under the control of agroup game server (not shown) for cooperative or competitive play in aparticular area, carousel, casino or between casinos located ingeographically separate areas. For example, one or more examples ofgroup games under control of a group game server are disclosed in U.S.patent application Ser. No. 11/938,079, entitled “Networked System andMethod for Group Play Gaming,” filed on Nov. 9, 2007, which is herebyincorporated by reference in its entirety for all purposes.

The above-disclosed embodiments relate to a pseudo skill-based bonusgame in FIGS. 1-18. In these embodiments of the pseudo skill-based bonusgame, players use the iDeck™ to shoot virtual missiles at virtual spaceships on a playing field. Points are awarded for correct hits, andcredits may be awarded for some hits using a technique to ensure that nomatter how skillful the player is in aiming at the targets, the sameamount of credits are awarded.

Tournament Gaming System Using Social Network Based Team Formation:

Referring now to FIGS. 19-21, the following disclosure is related tovarious embodiments of a Tournament Gaming System employing SocialNetwork-Based Team Formation 1900 that uses the normally non-payingpoints as an incentive for players to return to the casino for furtherplay. As discussed above, a leaderboard is typically maintained of thehighest scores attained by players during the bonus feature.

In one aspect of the Tournament Gaming System employing Social NetworkBased Team Formation 1900, multiple leaderboards may be maintained.While each EGM may maintain its own individual leaderboard, in someembodiments casino-wide or bank-wide leaderboards are maintained anddisplayed, either on signage, or periodically on each EGM.

In one embodiment of the Tournament Gaming System employing SocialNetwork Based Team Formation 1900, the casino-wide leaderboards are usedfor periodic tournaments. Preferably, multiple leaderboards aremaintained so that different skill, bet, or club level players may bematched against each other. A preferred technique for implementation isdescribed below.

In one aspect of the Tournament Gaming System employing Social NetworkBased Team Formation 1900, while players may play as an individual,gaining a high score only for bragging rights, they may also play aspart of a team. As a team, they are eligible to enter the periodictournaments organized by the casino. In a basic scenario, a casino mayelect to run a tournament over a period of time (e.g., a weekend). Asplayers within teams play the gaming machines with the bonus game,scores are posted onto the leaderboard. The teams with the highestscores at the end of the tournament period win the prizes.

One embodiment of the Tournament Gaming System employing Social NetworkBased Team Formation 1900 optimally uses social networks to enableplayers to form teams Preferably an existing social network such asFacebook is used. One embodiment of the configuration of the system 1900is shown in FIG. 19. In FIG. 19, users connect to a social networkserver 1920 from internet terminals 1910. As shown, in one embodimentthe terminals may be located in the home as web browsers, but in otherembodiments the primary access devices are smart phones (not shown),running either dedicated applications or mobile browsers.

Players may access a “Play for Fun” (PFF) version of the game via thesocial network server 1020. Typically, this application is hosted on aseparate server 1930, which interfaces to the social network server 1020using standard APIs such as Facebook. The PFF version may differ fromthe conventional casino game in that it only consists of the skill bonusround, and no cash prizes may be awarded. Alternatively, the PFF versionmay be a free-to-play version of the casino game, periodically awardingentry into the bonus round as happens in the casino. In this scenario,players may only have a limited number of free play credits per day, andto obtain more credits they may purchase them as In-App-Purchases (IAP).While players may purchase additional credits to practice more, in thePFF version of the game there are never prizes awarded. The PFF gameenables the Tournament Gaming System 1900 to attract players to thetournament, and by extension to the casino, allowing them to practiceaway from the casino, and providing a means for players to measure theirskill against other players and other teams.

The social network server 1920 also hosts one or more leaderboard foreach casino with which it has an association. For example, a casino mayhave a “Facebook Page” (FP), and within this page one or moreleaderboards may be displayed for tournaments in progress. Icons mayalso be displayed on the FP to allow players to initiate the creation ofa team, or joining an existing team.

Teams are an important aspect of the Tournament Gaming System employingSocial Network Based Team Formation 1900. Players form teams thatcompete in a tournament to gain the highest score playing the bonus gamein the casino. Unlike conventional slot tournaments, which force playersto play concurrently over a short period of time, in the TournamentGaming System employing Social Network Based Team Formation 1900, thetournament period is expected to last a period of days, and playerswithin teams may make single or multiple visits to the casino duringthis period to post a score.

The basic lifecycle of one embodiment of a tournament is shown in FIG.20. First, a player forms a team, initially consisting solely ofthemselves. In some implementations this is done by the player selecting“form team” from a user interface presented on the casino's FP. Theplayer is then given the opportunity to issue invitations to join theteam to friends in their friends list, via email, or other contactmethods. By leveraging existing social networks, the Tournament GamingSystem employing Social Network Based Team Formation 1900 makes it mucheasier for players to form teams. The invitations are sent to otherpotential team members and then the team is allocated to a tournament.Initially, a team consisting of new players is allocated to a defaulttournament, but over time other tournaments may be chosen depending uponsome criteria.

In one embodiment of the Tournament Gaming System Using Social NetworkBased Team Formation 1900, multiple tournaments may overlap such thatwhen a team is allocated to a tournament, the tournament is not yetstarted. While a team must be enrolled in a tournament before it beginsto be eligible for prizes, it may be preferable that team members may beable to respond to the invitation after the tournament begins. Thus, ateam may continue to grow in size. Regardless of how formation occurs,in some embodiments individual team members may only be members of oneteam in a particular casino at any one time.

As each team member joins the team, they are sent an email or other typeof message giving them information on the tournament and the socialnetwork webpage with which it is associated. Members may use thisinformation to track the tournament leaderboards as they are updated onthe social network.

During the tournament period, players are encouraged to visit the casinoand participate. Team creators may send messages to their team givingsuch encouragement, and the casino may auto-generate messages to teamsthat are jockeying for winning positions. In this manner, as the leadchanges the new and old leading teams may be informed.

In another aspect of the Tournament Gaming System employing SocialNetwork Based Team Formation 1900, the system enables teams to be formedof arbitrary size. To achieve this type of team formation, in oneembodiment a team creator may invite as many friends as they like tojoin the team. Each of these members may join and play the game. Duringthe tournament, only the current top N (e.g., five) team member highscores are used to compute an aggregate team high score. This embodimentdoes not discriminate against teams of at least a minimum size, whileallowing teams to not have to be of a fixed size. In this manner, teamsof various sizes may compete against each other by only using a top fewnumber of scores. For example, a team of five may compete against a teamof eight and a team of twelve. In this scenario, the top five scores ofeach team could be used for the competition. In other embodiment,alternative methods of ranking teams in tournaments may use the meanscore of team members, the mean score of the top N members, or differentweightings for different team sizes.

Many gaming advances are designed to increase the total coin-in. Whilethe tournament in itself encourages more play, in some embodiments it isadvantageous to weight team member contributions by average or instantbet at the time of playing the bonus round. In this manner, a playerbetting five (5) credits per line may be given a bonus score that isfive (5) times the score of someone betting one credit per line.Alternatively, a fixed bonus amount may be given to players dependingupon their bet at the time of the bonus round.

In a further enhancement, players may be given additional bonus amountsor multipliers to their score depending upon their loyalty club level. Aplatinum level player may therefore be given a higher multiplier than asilver level player. In yet another embodiment, players may be givenadditional bonus amounts or multipliers to their score depending upon acombination of multiple factors, including by way of example only, andnot by way of limitation, their loyalty club level, instant bet, averagebet, and the like. At the end of the tournament period, the leaderboardis used to determine prizes to be awarded. Prizes may be awarded for thehighest scoring team(s) and also possibly for the highest scoringindividual members of teams.

As described with respect to FIG. 21, once prizes are awarded, teams maybe automatically entered into new competitions. In some embodiment, asteams finish a tournament, a list is generated of these teams forassignment to new tournaments. In such an embodiment, in the event of acasino running multiple tournaments concurrently, more than onetournament may finish at or around the same time (e.g., at the end ofthe weekend). Accordingly, the process shown in FIG. 21 may only be runperiodically to ensure that teams from multiple tournaments may beconsidered for a new tournament.

In one embodiment, a reason for considering teams from multipletournaments relates to the variance between team performances. As such,it is a feature of some embodiments of the Tournament Gaming Systememploying Social Network Based Team Formation 1900 that tournaments are“balanced” according to some criteria, with similar teams being matchedtogether. Some examples of balancing criteria include the followingwhich are listed by way of example only, and not by way of limitation.Regarding a first balancing criteria, teams with similar tournamentscores are matched together. These balancing criteria make tournamentsmore competitive. Regarding a second balancing criteria, teams withsimilar total bets throughout the last tournament they participated inare matched together. This balancing criteria enables teams with excessmembers (who do not contribute to the highest scores) to participate inhigher stakes tournaments. Regarding a third balancing criteria, teamswith higher club level memberships are matched together. These balancingcriteria encourage higher overall slot play to participate in higherprize tournaments. Regarding a fourth balancing criteria, teams thathave won a tournament in a previous period of time are matched together.These balancing criteria enable a “champion of champions” tournament tobe held for a higher prize or bragging rights.

Embodiments of the system 1900 that use balancing techniques enableplayers and teams to “find their own level.” Lower stakes players maystill compete against each other, but higher skilled teams may beencouraged to bet higher so that they may compete for bigger prizesagainst other high skill teams. In some embodiments, some tournamentsare only available to certain classes of players (e.g., platinum playersonly, or at least one platinum member per team).

Prizes for winning tournaments need not be cash-based in accordance withembodiments of the system 1900. A tournament for gold club level playersmay offer the chance to win platinum level privileges for a period oftime. In one embodiment, club point multipliers may be won if a playeris part of a team that wins a 2× multiplier, then all points they earnin the player club for the next week are multiplied by two. In someembodiments, cash-based prizes may be funded uses marketing funds, orother funds not related to the “coin-in” of the gaming machines beingplayed.

Returning to the process shown in FIG. 21, in some embodiments, someteams may elect to be automatically assigned to the best tournamentavailable (i.e., the one with the largest prize). In other embodiments,other team leaders may elect to have their team not automaticallyassigned. Instead, after a tournament finishes they may manually enterany tournament for which they are eligible. In this case, while they maynot be eligible for high prize tournaments if their skill, bet or clubmembership level does not support such tournaments level access, theplayers may also not be eligible for lower prize tournaments if theirskill level has proven to be of too high a standard. So long as multipletournaments are running concurrently, this prevents high skill playersfrom preying on weaker teams, in some embodiments of the TournamentGaming System Using Social Network Based Team Formation 1900.

In some embodiments of the Tournament Gaming System Using Social NetworkBased Team Formation 1900, players may form teams at home, but mustreturn to the casino to play the game and win prizes. Advantageously,the system 1900 uses existing social networks to leverage pre-existingrelationships between players to form teams. The use of existing socialnetworks also makes developing tournament user interface easier byemploying a non-gaming platform. Continuing, the system 1900 balancesmultiple competitions to maintain player interest and match suitablesets of players. In one embodiment, the Tournament Gaming System UsingSocial Network Based Team Formation 1900, encourages use of player cardssuch that players must associate a player card number with theirFacebook account to participate in a team. Moreover, the free-to-playgame feature of the system 1900 encourages players to try the game forreal and to practice without cost.

In one embodiment of the Tournament Gaming System Using Social NetworkBased Team Formation 1900, an EGM runs the Total Blast game bonus (orother similar game). In another embodiment of the Tournament GamingSystem Using Social Network Based Team Formation 1900, an Ethernetconnection links each gaming machine 1940 to a tournament server 1950.In still another embodiment of the Tournament Gaming System Using SocialNetwork Based Team Formation 1900, an internet-based social networkapplication, hosted on an external server, provides the free-to-playversion of the bonus game, team management for users, displays currenthigh scores from tournament server 1950, and sends team information tothe tournament server.

One embodiment of the Tournament Gaming System Using Social NetworkBased Team Formation 1900 enables: (1) forming teams on social networksto play at a casino; (2) balancing multiple tournaments based oncriteria such as skill, bet and player club level; (3) implementing apractice version of game on non-gaming platform allowing players to honetheir skills for later tournament participation; (4) implementing apractice version of game that consists only of bonus round, and nounderlying casino game; and (5) updating scores from gaming machines tosocial network allowing notification of tournament status to playersaway from casino.

In another aspect of some embodiments, gaming systems are utilized thatinclude mobile gaming capabilities 2200. In such embodiments of thedisclosed gaming system, smart phones are utilized that include built inobject recognition technologies and OCR (Optical character recognition)techniques combined with location/orientation derivation to provideplayers in casinos with additional gaming options and opportunities. Inone embodiment of a gaming system that includes mobile gamingcapabilities 2200, the gaming system leverages the possession by playersof smart phones to enable the manufacturer to build profiles of playersand target valuable players for promotions of key products of themanufacturer.

Referring now to FIGS. 22-24, the overall arrangement of the modulesthat make up an embodiment of a gaming system having mobile gamingcapabilities 2200 is shown. In some embodiments of the gaming systemhaving augmented reality gaming capabilities 2200, the gaming processproceeds in the following manner. A player downloads the “iBonus”application from an Application Store (e.g., a gaming manufacturer'sapplication store, the Apple Application store, the Goggle ApplicationStore, or the like) onto their smart phone. The player uses the iBonusapplication to enroll in the iBonus system. The iBonus application thendisplays a list of targeted promotions.

In one embodiment, a promotion may be “Hit 3 Cash Spin symbols to win afree Cash Spin t-shirt.” The player then goes to the casino and playsCash Spin. Once the player meets the requirements of the promotion, suchas by hitting a combination that includes three Cash Spin symbols, theplayer takes out their phone, selects the iBonus application, and usesthe inbuilt camera (controlled by the iBonus application) to take aphoto of the game result. The iBonus Application securely transmits thephoto to a web service, where the photo is analyzed to confirm that theplayer has indeed met the terms of the promotion. Once confirmed, theplayer is awarded the bonus by mail or electronically.

Referring now to FIG. 25, an embodiment is shown that displays thegeneral arrangement of logical modules in the gaming system havingmobile gaming capabilities 2200. These modules include, by way ofexample only, and not by way of limitation: Player Value Tracking,Player Registration, Player Web Interface, Bonus Match, Bonus Award,Bonus Rule Creation, and Image Analysis.

Regarding the Player Value Tracking feature of the gaming system havingmobile gaming capabilities 2200, as players register, they are added toa database managed by the Player Value Tracking module. Initially, aplayer is assigned a zero value. Otherwise stated, the player will beoffered bonuses available to all other players in their demographic(such as location/jurisdiction or age). As players participate in thebonus system their value may go up based upon their average bet, andthus they may be offered higher value, more targeted bonuses. Theimportant difference between this module and a conventional playertracking system is that instead of each wager made by the playercontributing to the value, this system only tracks events captured bythe mobile phone application, which are generally bonus-qualifying wins.

Referring now to the Player Registration feature of the gaming systemhaving mobile gaming capabilities 2200, the player registration modulehandles the creation of new records for the Player Value Trackingsystem. Since fraud prevention is an important facet of the disclosedgaming system, the player registration module generally requires someidentification data to ensure that players do not register multipleaccounts. A simple way to achieve this is to use an online service suchas an online Application Store as a means of downloading the smart phoneapplication. After being downloaded, each application may beelectronically “fingerprinted” so as to be tied to one smart phoneaccount and/or smart phone, without requiring payment from the player.

Regarding the Player Web Interface feature of the gaming system havingmobile gaming capabilities 2200, the player web interface provides someother important functionality, in addition to providing a portal to thePlayer Registration module. Initially, the web interface providesgeneral advertising of the iBonus system and current promotions within.This advertising may also be accessed from the smart phone application.Furthermore, the web interface provides the ability to push updates tothe smart phone application. As an anti-hacking measure, the softwareand encryption keys on the smart phone are periodically updated toincrease the cost of reverse engineering the communication protocolbeyond the economic value of any bonuses fraudulently earned.

Referring now to the Bonus Match feature of the gaming system havingmobile gaming capabilities 2200, once an image or image set has beenanalyzed to determine the state of the gaming machine at capture time,the correct bonus to be awarded can be calculated. In this manner, theBonus Match module parses the list of possible bonuses to generate alist of matching bonuses. It is expected that each possible bonus recordwould include some or all of the following fields, including but notlimited to: Type of bonus, Game Identifier, Game qualifying conditions,Bet qualifying conditions, Geographic restrictions, Demographicrestrictions, Time restrictions, and Quantity.

In some embodiments of the gaming system having mobile gamingcapabilities 2200, the “Type Of Bonus” may be physical or virtual. Aphysical bonus may be an item such as a t-shirt or a prepaid debit card,while a virtual bonus may be loyalty points that can be redeemed forphysical items or funds. In another aspect of some embodiments, the“Game Identifier” is the name of the game being “bonused.” In stillanother aspect, the “Game Qualifying Conditions” are the symbols or gamestate that must be matched. For example, in one embodiment, the symbolqualifying condition is “4 or more scatter symbols,” and a game statemay be “a win above >$100.” In yet another aspect, the “Bet QualifyingConditions” are a bonus that may be restricted to a minimum denominationand/or other conditions such as a minimum number of lines played, or aminimum total bet.

Continuing, in some embodiments of the gaming system having mobilegaming capabilities 2200, the “Geographic Restrictions” file includessome combination of a cell tower identifier, a reverse DNS lookup, and aGPS address to restrict the eligibility of some bonuses. In anotheraspect of some embodiments, the “Demographic Restrictions” file includessome bonuses that are available to players in certain demographic groupssuch as age-ranges. In still another aspect, the “Time Restrictions”field includes bonuses that may be only available at certain times ofthe week or for a fixed length of time. Finally, in yet another aspectof one embodiment, the “Quantity” filed includes the ability to set alimit on the number of redemptions before the bonus expires.

Desirably, the combining of these attributes enables a manufacturer togenerate some interesting promotion types. For example, in someembodiments, the manufacturer may choose to offer an “ad-hoc” tournamentto certain players. In such an embodiment, the players are sent amessage telling them, for example, that if the players play “Cash-Spin”from 7:30 PM to 11:30 PM on Independence Day, the first fifty players tohit the Cash Spin will be awarded an extra prize.

In another embodiment of the gaming system having mobile gamingcapabilities 2200, tournaments are formed by having bonus awardspredicated upon the highest wins by players participating over a periodof time. For example, in one embodiment, the manufacturer sends amessage to targeted players, informing the players that the highest winon a Blazing 7s game between 8:00 PM and 9:00 PM on Tuesday will win abonus of $1000. In such a scenario, each player participating duringthis time would be encouraged to take photos of significant wins, and atthe end of the period the player with the highest win submitted wouldwin the bonus. Notably, as shown in FIG. 26, the smart phone applicationmay also be used to enter the tournament. Next, updates would be pushedto all of the smart phones of the participating players every time theleader board changed, thus enabling the players to monitor theirpositions in the tournament rankings. At the completion of thetournament, any awards may be notified directly to players through thesmart phone application.

Referring now to FIG. 25, the Bonus Match Module interfaces with thePlayer Value Tracking module in that all data captured by the BonusMatch Module (e.g., the arrangement of symbols, denomination, currentcredits played) are passed to the Player Value Tracking module so that ahistory of interaction for each player may be generated. This data maybe used to compute an average bet for a player (and thus their value tocasinos) and also to determine the particular game types (e.g., highvolatility) that a player prefers to play.

Referring now to the Bonus Award module of the gaming system havingmobile gaming capabilities 2200, this module performs the function ofdistributing awards to players. In one more basic embodiment, playersmay be awarded physical awards such as t-shirts or prepaid debit cards,which may be mailed out to the players. In another aspect of someembodiments, a loyalty points program is implemented that enablesplayers to accumulate points to be redeemed for larger awards.

Regarding the Bonus Rule Creation feature of the gaming system havingmobile gaming capabilities 2200, each bonus is constructed from a set ofrules such as those described above. In some embodiments, bonuses may becreated from these rules by using a GUI (graphical user interface).However, in other embodiments, Business Intelligence may be used totarget the players who would benefit from some bonuses. In one suchembodiment, if a manufacturer launches “Cash Spin 2,” the manufacturermay target players who had previously won a bonus playing “Cash Spin” asbeing eligible for a special bonus opportunity.

Referring now to the Image Analysis module of the gaming system havingmobile gaming capabilities 2200, the processes of this module are shownin FIG. 27. The image analysis module performs two major functions: (1)determination of the arrangement of symbols present in the photo takenby the player; and (2) detection of attempted fraud. In someembodiments, the first task that the image analysis module performs uponreceiving an image from the smart phone application is the extraction ofthe symbol matrix from the image. Standard image analysis techniques areutilized, such as the OpenCV software library. In one aspect of thisembodiment, the image analysis has copies of all of the candidate symbolimages that may be detected. From this library of images, thearrangement of symbols on the screen may be determined Notably, inanother embodiment, manual intervention may be used. In such anembodiment, a person located at a manufacturer's office quickly analyzesa photo and enters the arrangement of symbols into the Image Analysissystem.

In another aspect of the gaming system having mobile gaming capabilities2200, additional data may be sent from the smart phone to assist inautomatic image analysis. The smart phone location (i.e., “geotag”)information may be used to narrow down the number of possible gamesagainst which to compare. Such a location may be determined by variouscombinations of the phone's GPS position, IP address, and/or smart phonetower location.

Referring now to FIG. 28, one embodiment of the gaming system 2200 isshown that illustrates how a gaming machine screen image may beprocessed from a photo taken by a smart phone camera. Initially, thescreen image is extracted. Next, the screen image is transformed by areverse perspective (or keystone) transformation.

In some embodiments, to assist the keystone transformation of the image,the orientation of the smart phone is determined by reading the smartphone's accelerometer values at the instant the image is captured.Typically, the accelerometer values indicate orientation about the x, y,and z axis. While rotation about the vertical (y) axis is only useful ifthe orientation of the gaming machine cabinet is known (which may bepossible if the location of the camera is known precisely enough),rotation about the x and z axis may be used to reduce the complexity ofthe transformation required, given that the orientation of the gamingmachine screen for a particular cabinet is a known constant about the xand z axis. In this manner, reducing the transform to one axis makesdetermining the “best fit” relatively straightforward. Once the extentof the gaming machine screen is determined in the image, the angle ofrotation of the top or bottom of the gaming machine screen from thehorizontal is all that is needed to compute the reverse perspectivetransformation.

Furthermore, FIG. 28 also illustrates another feature of certainmanufacturer-specific games. In this feature, the symbols constituting awin flash are otherwise animated in the event of a win. To compensatefor the difficulty this may add to determining the arrangement ofsymbols, the following steps are taken. Initially, the Image Analysismodule has access to every frame of animation of each animated symbol.In this manner, each frame is used to compare against candidatesub-images. Next, the smart phone application takes multiple photos whenthe player presses the “Take Picture” (or similar) button. These photosare spaced in time such that at least a half a cycle of the known symbolflash time (approximately ten frames or one-third of a second) elapsesbetween consecutive captures. In the event that the symbol matrix cannotbe determined from the first image captured, the second and subsequentcaptures are used to fill in any blanks. In another aspect, multipleimage capture is also used as part of the fraud detection strategydescribed below.

Referring again to FIG. 27, the image captured is analyzed to determinethe state of the game with respect to the current denomination beingplayed, current play line configuration, amount bet, and creditsavailable. These values are preferably determined by the use of knownOCR (Optical Character Recognition) techniques in conjunction withtemplates available to the Image Analysis module. The Image Analysismodule describes where on the primary gaming machine LCD screen themeter values may be expected to be located. Notably, in anotherembodiment, manual intervention may be used. In such an embodiment,these values are extracted for the purpose of ensuring that bonusconditions may be met, to help prevent fraud (as described in furtherdetail below), and for passing to the Player Value Tracking system.

In the embodiment shown in FIG. 28, since the game is known to haveprogressive meters displayed on the screen, these meters are alsoextracted. Once the symbol matrix and meter values have been determined,they are passed (along with any geographic identification) to the BonusMatch module. If no bonus condition has been met, the player is informedaccordingly. In the event that the symbol matrix was not capturedcorrectly, this gives the player another chance to take a photo.

In another aspect of the gaming system having mobile gaming capabilities2200, if a bonus condition has been met, the image(s) is furtheranalyzed for the purposes of player value tracking and fraud detection.Typically, the first task of the fraud detection method is the analysisof the symbol matrix to ensure that the matrix is valid. Onenon-limiting embodiment is illustrated by the following result:

Reel 1 Reel 2 Reel 3 Reel 4 Reel 5 Line 2 KING KING KING KING ACE Line 1NINE SEVEN QUEEN KING JACK Line 3 ACE NINE KING SEVEN JACK

In this non-limiting exemplary embodiment, a player is eligible for abonus if the player has four Kings in a line. However, the player isonly awarded the bonus in this scenario if they have elected to play atleast two lines. Furthermore, the following checks are performed toprevent a hacker trying to subvert the process.

In the first hacker prevention step, each of the reel segments iscompared against every legal reel strip for this particular game toensure that they are possible. For example, if there is no known reelstrip for reel 4 that contains a sequence of “KING KING SEVEN,” thenthis configuration may be identified as illegal. Accordingly, asuspicious notification may be generated. In another aspect, games mayhave different reel strips in different jurisdictions, which inconjunction with the known geographic position of the smart phone may beused to limit the possible legal strips. If the reel segments are foundto be valid, the game configuration (in terms of hold) may also bedetermined to be valid. As such, the game configuration may be passed asdata to the Player Value Tracking module for later business intelligencemethods, with respect to the evaluation of the success of differentholds for games.

In the second hacker prevention step, the winning amount won by theplayer as represented on the screen and extracted above (along with theassociated bet value) is validated against the known pay table to ensurethe winning amount has not been faked. Continuing, in the next hackerprevention step, the progressive meters, if present, are comparedagainst the known legal ranges. In the case of wide-area-progressives,where the values of the progressives are known for a given time, thetime stamp of the image is used to determine the expected progressivevalues. If the progressive meter values are not within a small range ofthese expected values, the bonus may be flagged as suspicious.

Finally, in yet another hacker prevention step relating to a scenario inwhich multiple image captures are taken, each image is analyzed in turnto ensure that it is consistent with a correct set of animations for thegame result. For example, if it is expected that a winning symbol wouldflash at a certain rate, the bonus can be flagged as suspicious if thisflash is not present in the image and/or the sequence is not captured atthe correct rate.

If an image passes all of these above-described hacker preventionchecks, the system will likely conclude that an image has been taken ofa legal bonus. A further set of checks are also performed, however, toguard against “replay attacks.” A replay attack occurs when anunscrupulous person takes multiple photos of the bonus triggering gameresult, and submits the photos as multiple entries, thereby attemptingto earn multiple awards.

In some embodiments, the gaming system 2200 guards against replay attackby comparing the following data obtained from the image against otherbonus redemptions for the same game. Such data includes: the arrangementof the symbol matrix, the values of the credit, denomination, bet andwin meters, and progressive meters, and the time and geographic locationof the bonus being submitted. Regarding the arrangement of the symbolmatrix, the odds of two persons hitting the same exact arrangement ofpaying and non-paying symbols is actually quite high (i.e., in thehundreds of thousands, if not millions to one) for most reasonably highpaying game outcomes. With respect to the values of the credit,denomination, bet and win meters, and progressive meters (if present),it is highly unlikely that two bonus winners would have identical valuesfor all of these. Lastly, regarding the time and geographic location ofthe bonus being submitted, it is highly unlikely that the same winningresult would be achieved at the same place and close to the same time.When taken in combination, it is mathematically clear that if two bonusimages are submitted that match all of the above, it is likely thatfraudulent behavior is the cause of such a result. Once an award attemptpasses these hacker prevention checks, the Bonus Award module issignaled to award the bonus, and the smart phone application is signaledto inform the player that the award has been earned.

As described above, various strategies may be performed to prevent“replay attacks” against the gaming system 2200 in which a number ofidentical submissions are made by one or more players at a similar time.In this type of fraud, when a player wins, in addition to the winningplayer submitting their photo, one or more other people around thewinning player also take photos of the screen in an attempt to try andalso get the prize. Normally, only the first submission of a group ofidentical game results is awarded the prize, with the subsequentsubmissions being denied.

In another fraud-attempt scenario, a player wins a prize on a gamingmachine, but before the winning player has a chance to get their phoneout, another person behind the winning player (or at an adjacent gamingmachine) takes a photo of the winning game screen and submits the photo.To prevent this type of fraud, in a case where multiple submissions arereceived by the gaming system 2200, if the first submission is taken ata much further distance, or at a significantly more acute angle (asmeasured by the perspective distortion of the captured image of thereels) to a second submission then the later submission is determined tobe the valid one. This analysis may be performed either automatically,or more preferably, with human interaction.

Referring now to the smart phone application of the gaming system havingmobile gaming capabilities 2200, the smart phone application iscomprised of a number of smaller modules. In some embodiments, the smartphone application has a user interface that interfaces with the PlayerWeb Interface module. This enables the smart phone application toprovide periodic updates with new offers which may be targeted to theplayer.

In another aspect, the application also includes an image capturemodule. The image capture module is activated by the player upon thempressing the “Take Picture” button for a particular offer. In someembodiments, the image capture module controls the in-built camera onthe smart phone and displays a copy of the current camera captured imageon the phone's display, much like a conventional camera application.Additionally, a button is also presented to the player to be pressedwhen the display of the gaming machine is roughly centered in the cameraview. In another embodiment, no button is used, and image analysisalgorithms built into the capture module detect the presence of gamesymbols in the camera view and immediately begin capturing images. Thepresence of game meters (read by OCR) or a physical barcode sticker maybe used to automatically begin capturing images.

In some preferred implementations of the gaming system having mobilegaming capabilities 2200, the image capture module reads the values ofthe accelerometers from the phone and does not capture images unless thephone is relatively stable (i.e., only small amounts of accelerationdetected). This assists the player in making a good image capture in thelow (in-door) light of a casino. In some embodiments, the auto-focusalgorithms of the phone's camera only allow photos to be taken that aresharp. Additionally, as each image is taken it may be analyzed using boxfilters and Fourier transforms to detect the overall sharpness of theimage. The application may also take multiple image captures until animage is taken that is suitably sharp and contains recognizable data(such as meter values) in acceptable areas of the image.

In one embodiment of the gaming system having mobile gaming capabilities2200, when a player wishes to submit a result, the player activates thecapture function. After activation, the player starts to receive a livefeed of the images being received by the phone's camera on the phone'sdisplay, which allows the player to see what they are about to capture.For example, as shown in FIG. 28A, a live camera image of a gamingmachine screen is displayed. Referring next to FIG. 28B, alignment boxesmay be seen that are used by the player to overlay onto the live cameraimage. FIG. 28C shows the alignment boxes overlaid onto the live cameraimage that was displayed in FIG. 28A in the manner of a heads updisplay.

One purpose of the alignment boxes is to make it very easy for a playerto know how to align his camera. Another purpose of the alignment boxesis to ensure that other data (such as meter values) will also becaptured for hacker detection or player tracking purposes. In thismanner, the alignment boxes are sized dependent upon the individual gameand are small enough to ensure the data around the reels is alsocaptured. Notably, the “three alignment box” example shown in FIGS.28A-28C is a single, non-limiting example. In other embodiments, onelarge box encompassing all three reels may be used. In still anotherembodiment, a cross hair graphic may be utilized that is aligned withthe center of the middle reel.

In another aspect of the gaming system, the Image Encoder module in thesmart phone application encodes the image for transmission to the ImageAnalysis Module. Since the link between the Image Analysis module andthe mobile phone is over a public data network such as the internet (insome embodiments), it is important that all communication is encrypted.Furthermore, public key encryption may be used, with server applicationsonly permitting the connection from phones that can prove to beauthorized to participate in the bonus system by means of a digitalsignature. To prevent hacking, it is preferred that the smart phoneapplication platform be relatively secure, with the application onlybeing distributed through authorized channels such as the smart phonemanufacturer's Application store or the gaming machines manufacturer'swebsite. In some embodiments of the gaming system, encryption keys andmethods are periodically updated to make it more difficult for a hackerto insert their own images into the system. Along with the frauddetection methods disclosed above, these hacker prevention modules areconfigured to make the risk of significant loss very low.

An alternative for players who do not have access to a smart phone isthat casinos or bars may be supplied with phones capable of running themobile phone application. In the event of a qualifying win, the playercalls for assistance and has an attendant or bartender perform the photoverification process.

In some embodiments of the disclosed gaming system, players may usetheir smart phone to take a photo of the machine and obtain access tothe following capabilities: (a) Tournament across venues (e.g., eachplayer signs in, time limited, and the like); (b) take photo of a game(or barcode) to download a mobile application version of the game; (c)obtain a free copy of the mobile game for winning some trivial amount(which ensures players play a game a minimum amount of time); and (d)take a photo of the game to see what gaming machine manufacturer offersare available.

Some preferred implementations of the disclosed embodiments use (1) asmart phone for the client, (2) any suitable web server forcommunication with the smart phone and registration of players, and (3)OpenCV image analysis software. Additionally, some embodiments providefeatures that include, by way of example only: (1) alternative playertracking, bonusing, and a marketing method for gaming manufacturers, (2)the capabilities to work with existing games without requiring anymodification, and (3) leveraging existing smart mobile phoneinfrastructure. In other aspects, some embodiments provide: (1)detection of a win by image analysis, without any access to game code;(2) detection of fraudulent entries by analysis of symbols displayed,meters on the screen, location and time of image taken; (3) capture ofmultiple images to prevent fraud and also more accurately detect wins;(4) alternative method of determining player value (e.g., using winamounts instead of using coin in); (5) enabling the addition of ad-hoctournaments to existing games; and (6) enabling the targeted marketingof new games for valuable players.

Those skilled in the art will readily recognize various modificationsand changes that may be made to the claimed invention without followingthe example embodiments and applications illustrated and describedherein, and without departing from the true spirit and scope of theclaimed invention.

What is claimed:
 1. A method of enabling game play of a pseudoskill-based game that comprises a game of chance component and anapparent game of skill component, both controlled by a processor, themethod comprising the steps of: under control of the processor:predetermining through the game of chance component a total number ofmonetary credits to be awarded to a player; during an active portion ofthe apparent game of skill component, according to the player's skill,awarding through a plurality of sub-outcomes a portion of the totalnumber of monetary credits and a number of non-monetary game points;during a passive portion of the apparent game of skill component andindependent of player skill, further awarding non-monetary game pointsand any remaining monetary credits to be awarded to the player at leastuntil the predetermined number of monetary credits to be awarded to theplayer has been reached.
 2. The method of claim 1 further comprising thestep of adding the player to a leader board comprising a plurality ofplayer identifications and game point totals if the total number ofawarded game points is greater than any of the game point totals on theleader board.
 3. The method of claim 2, wherein a player with a highscore in non-monetary game points is encouraged to enter its initials orname to enable competition against other players.
 4. The method of claim1 wherein a number of non-monetary game points or monetary creditsawarded for the sub-outcomes of the apparent skill component is based onat least a predetermined duration of the apparent game of skillcomponent.
 5. The method of claim 1, wherein a number of non-monetarygame points or monetary credits awarded for the sub-outcomes of theapparent skill component decreases in correspondence with an increase insub-outcome frequency.
 6. The method of claim 1, wherein the game ofchance component comprises a random number generator for predeterminingthe total number of monetary credits to be awarded.
 7. A method ofenabling game play of a pseudo skill-based game that comprises anapparent game of skill component controlled by a processor, the methodcomprising the steps of: under control of the processor: predetermininga total number of monetary credits to be awarded to a player; during anactive portion of the apparent game of skill component, according to theplayer's skill, awarding through a plurality of sub-outcomes a portionof the total number of monetary credits and a number of non-monetarygame points; during a passive portion of the apparent game of skillcomponent and independent of player skill, further awarding non-monetarygame points and any remaining monetary credits to be awarded to theplayer at least until the predetermined number of monetary credits to beawarded to the player has been reached.
 8. The method of claim 7 furthercomprising the step of adding the player to a leader board comprising aplurality of player identifications and game point totals if the totalnumber of awarded game points is greater than any of the game pointtotals on the leader board.
 9. The method of claim 8, wherein a playerwith a high score in non-monetary game points is encouraged to enter itsinitials or name to enable competition against other players.
 10. Themethod of claim 7 wherein a number of non-monetary game points ormonetary credits awarded for the sub-outcomes of the apparent skillcomponent is based on at least a predetermined duration of the apparentgame of skill component.
 11. The method of claim 7, wherein a number ofnon-monetary game points or monetary credits awarded for thesub-outcomes of the apparent skill component decreases in correspondencewith an increase in sub-outcome frequency.
 12. The method of claim 7,wherein predetermining the total number of monetary credits to beawarded comprises random number generation.
 13. A method of enablinggame play of a pseudo skill-based game that comprises an apparent gameof skill component controlled by a processor, the method comprising thesteps of: under control of the processor: predetermining a total numberof monetary credits to be awarded to a player; during an active portionof the apparent game of skill component, according to the player'sskill, awarding through a plurality of sub-outcomes a portion of thetotal number of monetary credits and a number of non-monetary gamepoints; if the total number of monetary credits have not been awarded tothe player during the active portion of the apparent game of skillcomponent, independent of player skill, further awarding non-monetarygame points and any remaining monetary credits to be awarded to theplayer at least until the predetermined number of monetary credits to beawarded to the player has been reached.
 14. The method of claim 13further comprising the step of adding the player to a leader boardcomprising a plurality of player identifications and game point totalsif the total number of awarded game points is greater than any of thegame point totals on the leader board.
 15. The method of claim 14,wherein a player with a high score in non-monetary game points isencouraged to enter its initials or name to enable competition againstother players.
 16. The method of claim 13 wherein a number ofnon-monetary game points or monetary credits awarded for thesub-outcomes of the apparent skill component is based on at least apredetermined duration of the apparent game of skill component.
 17. Themethod of claim 13, wherein a number of non-monetary game points ormonetary credits awarded for the sub-outcomes of the apparent skillcomponent decreases in correspondence with an increase in sub-outcomefrequency.
 18. The method of claim 13, wherein predetermining the totalnumber of monetary credits to be awarded comprises random numbergeneration.